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The power of Dreams is the power of illusion, desire, emotion, and memories. Weavers of the Dream power can misdirect and confuse, dazzle and entrance, terrify and subvert. One can never be sure exactly what is real when facing a Dream Weaver, in especially unlucky cases the victim might not even know if she’s asleep or awake. This power is a favorite one of the Incubi, and is sourced in the Surreal World of Celephais.
Cunning, Beauty, and Wisdom are all good attributes for Dreaming, though Beauty is the most important of the three.
Daydream – 30 points
A Dream Weaver begins by crafting illusions, affecting emotions, and merely observing dreams. It’s not a power that reveals it’s full punch right away, the initiate to Dream Weaving must be clever about how she uses her power in order to get the maximum effect.
Activating this power requires very little in the way of gestures, spells, or other obvious tell-tales. Unless the specific ability indicates that some activation is required, mere mental-effort is enough to weave dreams, making this the most subtle of the powers.
Silent Movie: Illusions can be created that affect only one sense. The most common of these are visual illusions, though an auditory or olfactory illusion is possible as well. Tactile illusions cannot be created by this ability. The size of the Illusions and how long they last are governed by the character’s Beauty. An Exceptional Beauty can create an illusion the size of a large horse that lasts for up to an hour, or a room sized illusion that lasts for a few minutes. If a character becomes suspicious of the illusion but can’t easily prove it false by touching it, then he contests the Dream Weaver’s Cunning with his Wisdom. Using a power designed to reveal illusions gives the suspicious character a bonus to this contest, though Overseer’s Eye does not grant that bonus.
Passion: The Dream Weaver can ignite an emotion in the target, usually accompanied by a suggestion toward some kind of action or inaction. Used properly, by inciting an emotion appropriate to the situation, this power is very subtle, and characters with a Cunning that is much lower than the Dream Weaver’s Beauty will get little chance to resist or notice the effect. Likewise, leaving off the suggestion and only inciting the emotion makes the effect extremely subtle.
The Suggestion portion of this power is not mind control, it can only push the character toward a course of action, so the best suggestions are ones that make some sense with the situation and the emotion that was kindled in the target, while still being useful to the Dream Weaver. For instance, a surge of fear on an enemy that’s just been wounded, combined with a suggestion to hesitate and defend is quite likely to stall that enemy’s attack. Out of combat, engendering some positive emotion with the suggestion that the Dream Weaver is a person to be trusted or helped goes a long way toward getting results out of someone who might otherwise stand in her way.
Horror: There are things that once seen, cannot be unseen. The Dream Weaver has a conduit to a terrible realm of nightmare inside him, even as he also accesses beautiful and inspirational dreams. This power inflicts a terrible vision on the target, either as a quick flash of something horrible or as a dreadful vision that presses down on him over time.
As a quick flash, the power is more effective at stunning the target than anything else. The Dream Weaver’s Beauty clashes with the Courage of the target, and a minor psychic hit is dealt. More importantly, the target is dazed by the sudden appearance and disappearance of a dreadful vision.
Should this power be extended to a longer vision, it becomes a grim contest between the Dream Weaver’s Beauty and the target’s Courage, more focused on sapping morale and dealing psychic damage as horrors claw at the target’s sanity. These visions are quite distracting, putting the target at a disadvantage in any physical conflict he might be unfortunate enough to be engaged in at the same time.
Stage of Dreams: At this level the Dream Weaver can only observe the dreams of others, either from direct physical proximity, or from the Hive. The power of Dream allows the character to trace threads of dreams that seep into the walls of the hive, prizing them out like veins of precious gems. These dreams can be viewed privately or displayed to whoever is nearby. Some enterprising hive walkers make a living putting on pageants with the dreams of others for audiences.
Pulling forth a dream requires some kind of gesture or action on the part of the Dream Weaver, and ignites his Covert Aurora. The spectacle can be large, or it can be just small enough for the Dream Weaver to see.